Shader "DX11/Texture Test"
{
	Properties
	{
		_Texture("Texture", 2D) = "white" {}
	}
	SubShader
	{
		Pass
		{
			CGPROGRAM
			
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 5.0
			
			#include "UnityCG.cginc"
			
			sampler2D _Texture;
			
			struct vs_input
			{
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
			};
			
			struct ps_input
			{
				float4 pos : SV_POSITION;
				float2 uv : TEXCOORD0;
			};
			
			ps_input vert(vs_input v)
			{
				ps_input o;
				o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
				o.uv = v.texcoord.xy;
				return o;
			}
			
			float4 frag(ps_input i) : COLOR
			{
				return tex2D(_Texture, i.uv);
			}
			
			ENDCG
		}
	}
	Fallback Off
}